
CoRyrightN?, 



COPifRIGHT DEPOSnV 



ENLARGED 

SMALL TALKS ON 
SKAT 

SMALL TALKS ON SOLO 



VIRGINIA M. MEYER 
TEACHER OF WHIST. BRIDGE AND SKAT ,y}^ 



PUBLISHED BY 

THE RULEDGE PLAYING CARD CO.. 

PORT HURON. MICH., U. S. A. 



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^^";^ 



LIBRARY of CONGRESS 
Two Copies Received 

DEC 5 mi 



CUSS qJ XXC; ^!o, 
OOP If d. * 



Ck>PTEIGHTBD 1908 



To J. G. T. I owe my first interest in, and 
incentive to, the study of the fascinating game of 
Skat. 

Virginia M. Meyer. 



NOTE 

Skat has for years been the National Game of 
Germany and is fast becoming equally popular in all 
other countries. The game derives its name from 
an abbreviation of the Italian word Skatola, mean- 
ing box or a place of safe keeping. Skat was first 
played in the town of Altenburg, Germany, in or 
about the year 1815, but not until 1848 or 1850 did its 
popularity manifest itself. The first Skat Congress 
in America was held in St. Louis, Mo., on Jan. 22, 
1898. On this date the North American Skat 
League had its birth and Skat Congresses have been 
held in the larger cities of the United States annu- 
ally since that time. 

Skat tournaments are largely attended, and it is 
estimated that there are over one hundred thousand 
players in America. 

Lovers of Skat say its fascinations are greater 
than that of any other game. 

It is a mistaken idea that Skat is a difficult game. 
The foundation is puzzling but when that is grasped 
the rest is easy. 

It has been my good fortune to meet and play 
with some of the best Skat players in the country. 
A close analysis of the game, and experience that 
is one of the best (if not the kindest) of teachers, 
has convinced me that^ no game offers as great a 
scope for variety and interest. There is no same- 
ness, one may hold a phenomenally good hand, and 
be outbidden by an equally poor one. No one 
resents this, as every game whether Scoring Games 
or Nullos, the play is most absorbing. 

Give Skat a fair trial and the majority will join 
the ranks that claim it is the greatest of all card 
games. 

For this book I claim brevity and conciseness. 
It will appeal to the beginner and to such it will 
give a desire to go more deeply into a close study 
of the Game. Virginia M. Meyer. 



SMALL TALKS ON SKAT 



THE SCHEME OF THE GAME 

Skat may be played by three, four or five people. 
There are only three active players. If four engage 
in the game the dealer does not play. If five, the 
dealer and the player at his right, or second player 
from his right, do not play. The non-players score 
against the "Player" With the exception of the 
Nullo and Ramsch declarations all games are 
played on the same principle, the object being to 
capture 6i points (one more than half the total 
120) cards of counting value to that amount, and 
not tricks, being taken into consideration. Failing 
in this, the "Player^* loses the full amount of his 
game. If before, or after the first card is Played 
the "Playe/' thinks he cannot win his game, he can 
so announce, thus saving further possibility of loss 
by ''Schneider" or "Schwarz." 

VALUE OF THE CARDS 

Each Ace counts 11 

Each Ten counts 10 

Each King counts 4 

Each Queen counts 3 

Each Jack counts 2 

Making a total of 120 

Thirty-two cards are used, running from the 
seven to the ace inclusive, each player having ten 
cards and two being used for the "Skat" 



There are eleven trumps in each suit. The four 
Jacks, ranging in value: Club, Spade, Heart and 
Diamond, followed by the Ace, Ten, King, Queen, 

9, 8, 7. 

The cards are dealt, 3, 4, 3, giving 2 to the 
"Skat'* after the first round of 3 to the players. 

The cards in the ''Skaf belong to the "Player^* 
whether taken in the hand or left ''sleeping" If the 
latter they are counted at the end of the game. 

The players are known as the ''Player** and the 
''Opponents/* 

The intricacies of the game are many and most 
interesting. 

Experience alone will teach the fine points. 

Valuation of the hands, quickness and accuracy 
of counting are the first things to be mastered. 

The main thought for the beginner to grasp is 
that 61 points must be taken in the tricks. 

Seven weak trumps with no outside scoring cards 
is a hand that is more than likely to be overthrown. 

In calculating your hand consider what the possi- 
bilities are for having 61 points in your tricks after 
the game is played. 

Remember, a hand with only Tens high will not 
capture Aces. 

Think of the winning point cards you have — 
what they may capture, how many you must lose, 
and if the chances are above the average or evenj 
you are justified in bidding for the Game. 

While the four Jacks are the most valuable for 
winning tricks, and look alluring to the Skat novice, 
they have the least counting value after the hand is 
played. 

The hand with two or three Aces and Tens is 
the one to consider "where will they be when the 

6 



play is finished?" If in your tricks do not be 
afraid to bid. 

Short suits with Aces and Tens must catch 
Kings and Queens. 

Long suits are apt to be trumped, as they also 
lose their value. 

Remember that lone Tens lose their value unless 
they can be put ''to sleep" in the Skat, 

There are a few set rules for play that in the 
majority of cases win, but much judgment is needed 
as well. 

MANNER OF BIDDING 

Forehand — at dealer's left. He holds the bid until 
obliged to pass. Is always the Leader. 

No matter how many are playing, the one next the 
dealer is always Forehand and Leader. 

Middlehand — at the left of Forehand, has the iirst 
hid, and holds the hid if Forehand passes. It is the 
most dangerous position if he is the "Player,'* and a 
hand that could be easily won as Forehand will be 
lost as Middlehand. 

Backhand — the player holding third hand, and bids 
after Middlehand, to the one holding the hid — the 
hest position for Nullos, and not bad for Solos. 

When four are playing the dealer takes no part in 
the game. The player at his right becoming Back- 
hand. 

The formula for bidding should be correctly fol- 
lowed. Middlehand bids to Forehand. Backhand 
then has the privilege of bidding to the successful 
one of the first two. The successful one of the 
three, names the game to be played. 

Good Skat players are impatient with those who 
do not fully understand the right way of bidding, 



and too much cannot be said as to learning it cor- 
rectly at once. 

Quite as many bids are overthrown as won. A 
hand that may seem invincible is often beaten. The 
beginner must not be discouraged. 

'*W1TH" AND "WITHOUT** 

The most puzzling part of Skat to the novice 
is "With" and "Without." It seems so senseless, 
and could one offer a reason why "Withouf exists, 
it would be more easily grasped. It must be taken 
on faith, and soon it seems a matter of course, and 
no more thought need be given it. 

Remember the Club Jack is the best Jack, no 
matter zvhat the trump is, followed by the Spade, 
Heart and Diamond Jacks. This being the case it 
can readily be understood the desire to be "With" 
the Club Jack (the very best). The satisfaction 
must then be greater to be "With" two (the Club 
and Spade Jacks) ; add the Heart Jack and you are 
"With" three. 

When you for the first time hold all, you feel 
with Monte Christo, "The World is Mine," for you 
are "With" four, and so on, as long as the sequence 
is not broken, you can add add one more "With," 
until a fine score is in sight. 

The above the student good naturedly accepts; 
he sees why you score, for having so many good 
cards in your hand. The look of dismay, even of 
indignant disgust that greets one for the first time 
he presumes to say that the scoring is identically 
the same when ''Without" as "With" makes one for 
a moment wonder how to meet this stumbling block, 
and wish it had never been put in the game. No 
one understands why you can count what is in the 
8 



other hands, with no way of capturing the High 
Jacks with Low ones. 

Accept the fact that you can score "Something 
for Nothing*' and you have "Crossed the Rubicon," 
are now ready to really learn. 

The Club Jack controls the bidding. If you have 
only the Spade Jack it is "Without" one (the best). 
If Club and Spade Jacks are both missing, you are 
"Without" two. If only the Diamond Jack is in 
your hand, your are "Without" three. 

To be "Without" four, and w^in your game is 
something worth working for, and you are then 
glad "Without" is part of the game. 

The Jacks (or Matadores) are called Multipli- 
ers. The Basis Value of the same is i Multiplier; 
for every Jack you are "With" or "Without" you 
add one more Multiplier, always remembering the 
Jacks must be in sequence from the Club Jack. 

The following illustrates a Heart Solo "With." 
Heart Solo "With" i scores 20 
Heart Solo "With" 2 scores 30 
Heart Solo "With" 3 scores 40 
Heart Solo "With" 4 scores 50 

If the four Jacks are followed by the Ace, it is a 
Heart Solo "With" 5 — 60, and so on as long as the 
cards follow each other in sequence. 
The following illustrates a Heart Solo "Without." 
Heart Solo "Without" i scores 20 
Heart Solo "Without" 2 scores 30 
Heart Solo "Without" 3 scores 40 
Heart Solo "Without" 4 scores 50 
If the four Jacks are missing, also the Ace, it is 
a Heart Solo "Without" 5 — 60, and so on as long 
as the cards are missing in sequence. 



In bidding your hand the Jacks take the vahie of 
the Game you expect to play. 

In finding 6i points they count only for 2, there- 
fore are the lowest scoring cards. Even though you 
have the Club Jack, Heart Jack and Diamond Jack 
you are only "With'' i, as the sequence is broken. 

OVERBIDDING 

In bidding "Without" get the bid as cheaply as 
possible, for if "Without'' 4 you go to the full value 
of your hand and find one or more Jacks in the 
"Skat,'' you will have overbidden your hand. 
This, too, causes resentment, but the rule works 
both ways. Holding Spade, Heart and Diamond 
Jacks you are "Without" i; lo! and behold the 
Club Jack in the '''Skar will make you "With" 4. 
Unless there is high bidding against you, beware of 
a hand "Without," as one or more Jacks are apt to 
be in the ''Skat." 

If you have bid 30 on a Club Solo "Without" 2, 
and find the Club Jack in the Skat, you have overbid 
your hand and must lose 36, as one must lose on a 
multiple of a Club Solo, or whatever game he is 
playing. 

Remember the hand is valued relative to the Club 
Jack. If you have it you are "With," if you do not 
have it you are "Without." 

MULTIPLIERS 

All Contingencies are known as Multipliers. Each 
Game has a Basis Value known as the Original 
Multiplier. "With" or "Without" Jacks for each 
one in sequence; multiplies it i extra time. 

Schneider, Schneider Announced, Schwarz An- 
nounced, multiply according to table given below : 
10 



LIST OF MULTIPLIERS 

Basis Value of Game i times 

For each "Wtih" or "Without'' held in se- 
quence counting from the Club Jack i 

Schneider (91 points) i 

Schneider Announced, announcing you will 

make 91 points 2 

Schwarz, every trick 2 

Schwarz Announced, announcing you will 

take every trick 4 

Schwarz, after announcing Schneider 3 

Schneider and Schwarz can only be announced in 
Solo Games. Guckser and Passt Nicht loses 
double. The "Player'* must make 31 points or he is 
Schneidered. 

ILLUSTRATED BIDDING 

Middlehand always bids first, to Forehand. If 
Middlehand makes a bid, Forehand either holds it 
or passes. Backhand then bids or raises the bid to 
the one holding it, or passes. If Middlehand passes, 
Backhand has the h'rst. bid. 

M.— '1 pass." 

B.— *1 pass." 

F. — "Names the Game, or Ramsch must be 
played. 

M.— "I have ID." 

F.— "I have ID." 

M.— "I have 20." 

F.— "20 is good." 

B.— "I have 24." 

M. — "24 is good." 

Backhand is the "Player," 

M.— "I have 20." 

11 



F.— "20 is good.'' 
B.— "I have 24." 
M.— "I have 24." 
B.— "That is good." 
Middlehand is the 'Tlayer" 
M.— "I pass." 
B.— "I have 20." 
F. — "20 is good." 
Backhand is the "Player.*' 

SUGGESTIONS 

A hand that has 40 points or more, is likely to 
win. With the 40 you have, it will not be hard to 
win 20 more. A hand that has only 25 or 30 points 
is destined to lose. 
Announce Game to the Scorer, as given below: 
"Heart Solo "With" 2 and Schneider 40." 
"Heart Solo "With" 3, and Schneider Announced 
—60." 



GAMES 

LIST AND VALUE OF GAMES 





D 


H 


S 


G 


Nullo 








20 


Tourne 


5 


6 


7 


8 


Guckser Nullo 

(Lost 30) 








15 




D 


H 


S 


G 


Null Ouvert 








40 


Solo 


9 


10 


11 


12 


Guckser Null Ouvert 
(Lost 60) 








30 




Tourne Grand 








12 


Nullo Tourne 








16 


Guckser Grand 

(Lost 32) 








16 


Null Ouvert Tourne 








32 


RamscK (Lost) 










Solo Grand 








20 


20 


RamscK Jungfer 

(Lost) 










Grand Ouvert 








24 


30 



12 



Tourne and Solo. — Naming the suit that is to be 
the trump. 

Grand and Variations. — Only the four Jacks are 
trumps. 

Nullos and Variations. — There are no trumps. 
Must not take a trick. Cards rank at usual face 
value, Ace, King, Queen, Jack, lo, 9, 8, 7. 

Tourne. — D-5, H— 6, S— 7, C— 8. An all around fair 
hand. Not strong enough in any one suit for Solo, 
and not enough scoring cards and Jacks for Grand. 
Usually has one or two Jacks, with some scoring 
cards, two or three suits that by favorable turning 
will give five trumps. The advantage of Tourne is 
in being able to put dangerous tens *'to sleep" and 
to shorten suits. 

Counting Rule. — With Jacks, Aces and Tens that 
will count 4. — R. F. Foster. 

Tourne, when a Ramsch would be disastrous. 
Tourne is usually a Defensive Bid, made hoping to 
**hit'' it. Also to avoid playing a dangerous Ramsch. 

Solo. — D — 9, H — 10, S — II, C — 12. To play Solo a 
hand must be fairly strong not only in trumps (of 
which you should have five or more) but outside 
tricks as well. 

Counting Rule. — A hand that with five or more 
trumps and outside tricks will count to 8 is good 
for a Solo in almost any position. — R. F. Foster. 

If it goes to 7 the chances are fair (unless you 
are in the middle). 

Beware of Solos with three weak suits. A miss- 
ing suit gives extra strength to a Solo. 

The same principles govern the Tourne and Solo 
games with a few exceptions. In Tourne the 

13 



''Player'' has had the opportunity to discard two 
cards, and is likely to have laid away id's from your 
long Ace suits. 

GENERAL HINTS 

Lead your long suit when the ''Player'' is in the 
Middle. 

Both he and your partner must be short and your 
partner plays last. 

If the "Player" is at the end, lead your short 
suit. Your partner tries to win the trick, continues 
the suit, thus keeping the "Player" in the Middle. 

Do not continue a suit when the "Player" is at 
the end and can trump or discard. Never allow him 
to get a discard if possible to avoid it. 

In Solo Games change your suits often. Remem- 
ber he is long in trumps, therefore must be short in 
the side suits. 

If your partner leads an Ace, put on the best 
card you have. 

If it is a 7 he will know you have no more. If 
an 8, 9 or other card, he must judge from cards in 
his hand and ones played how the cards are placed. 

From two card suits open high, unless it be a 
guarded lo. Do not open that suit at all. Let it 
be led to you, if possible. 

If forced to open it, open it with lo. 

Lead a lone lo. It must go to the Ace in any 
event. If the "Player" wins it, it may make the 
King and Queen good in your partner's hand and 
allow you to throw in good scoring cards. 

Should the "Player" lead a Black Jack, you hold- 
ing a small card and a Red Jack should play it. It 
will inform your partner you are weak in trumps 
and he can better plan his game. 

u 



On inferior Jack led by the ''Player^' throw in 
a good scoring card hoping your partner can cover, 
or, holding no scoring card but a better Jack, cover, 
giving your partner a chance to throw in. 

Always overtake your partner's trick (if it does 
not sacrifice your hand too much), if it will throw 
the "Player'' in the Middle. 

In Tourne Games it is not always wise to lead 
an Ace from a long suit through the ''Player.'* He 
is likely to have discarded from that suit. 

From a long suit headed by an Ace lead an inter- 
mediate card. If your partner has the lo, he can 
win it. If ''Player" has it he will not dare play 

it. 

You may catch it with Ace on the second round 
or your partner may be able to trump it on the 
third. 

It is a poor plan for partners to false card. Give 
each other all the information you can. Two can 
use it to better advantage than one. Do not hold 
up your Aces in Solo Games. 

Try not to sacrifice your partner's hand. 

WHEN TO SMEAR WITH AN ACE 
When you also have the lo. 

From a long suit when there is danger of it being 
trumped. 

A Lone Ace — You may be able to trump the lo. 
When it will give you 6i points, or save being 
Schneidered. 

Think well before Smearing with an Ace. Doing 
so may clear a suit in the "Player's" hand — just the 
thing he wants most. 



15 



RULES FOR THE ^TLAYER^^ 

TOURNE AND SOLO GAMES 

In discarding weaken a suit so you can trump the 
winning cards of the opponents. 

Discard good scoring cards unless they can be 
used to better advantage. 

Do not discard a lone Ace. 

Discard lone or poorly guarded Tens. 

The ''Player" should try to keep the lead, or 
throw it, so on the next round he will play last. 

Avoid in every way becoming Middle Hand. 

If in playing Tourne you turn a trump of which 
you have only four, with Ace or Ten of the suit, 
they are almost sure to be lost, therefore put them 
in the ''Skat" 

Unless the chances are greatly in your favor do 
not 'Ta^st Nicht." 

The loss is double. 

If there is danger of being Schneidered, do not 
play the hand. 

SOLO 

Many Games are lost by the ''Player" not leading 
trumps. 

Exhaust the trumps that your good suit cards will 
not be trumped. 

The "Player^' has uphill work unless his hand is 
phenomenally strong, as he has two opponents to 
thwart him. 

If all the trumps are exhausted except the win- 
ing one do not lead for it. Rather try to force it 
on good suit cards. 

16 



Some players advocate the lead of trumps always 
in Solo Games if for no other reason than to con- 
ceal the weakness of the hand. 

It should depend on the hand entirely. If void in 
other suits and you have guarded tens to make, the 
lead should be thrown, perhaps by leading trumps 
or some other suit. 

Holding only the best Jack, do not lead it unless 
very anxious to get out two rounds of trumps. 

Do not lead away from Tenaces unless forced to 
do so. Lead low cards from trump suit if you hold 
the Ace and Ten. When cards must win against 
you let it be as quickly as possible. Always try to 
throw the lead to your left hand adversary. Do 
not give up the Club Jack too early, you may need it 
to control the game later on. Trump with your 
scoring cards, and lead your worthless one. 

If forced to trump from five trumps it greatly 
weakens the hand for leading them. 

Grand and Variations. — Only Jacks are trumps. 
The highest card of the suit wins unless trumped 
by a Jack. This can only be done if void of the 
suit led. 

Counting Rule. — ^Any combination of Jacks and 
suits that will count 5 is a fair Grand. 

2 Jacks — 3 good suits. 

3 Jacks — 2 good suits. 

4 Jacks — I good suit. 

A fairly safe Grand Bid is 3 or 4 Aces, and 2 or 
3 tens, if the suits are short. If the suits are long 
they will be trumped with the Jacks. 

TOURNE GRAND— 12 

This is an accidental Grand. Turning a Jack 
from the "Skat" after Tourne has been announced, 
allows the ''Player" to change it into Grand. 

17 



Passt Niche Tourne Grand may also be played. 
Sometimes turning a Jack will so strengthen a 
hand that with judicious discarding it will make a 
safe Grand. 

GUGKSER GRAND 
WON 16 LOST 32 

The word "Guckser" means ''to peep*' or "coax" 
helping cards from the "Skat." 

Usually one plays "Guckser*' in order to protect 
or discard dangerous Tens, otherwise the hand is 
strong enough for Solo Grand. 

Some hands look almost good enough for a Grand. 
If only we could discard or protect a lone lo. If 
only the suit were a little longer. It is then we play 
"Gukser." We fondly imagine "Skat" holds just the 
thing we most want. 

To some this is the most fascinating feature of 
the game, and it is truly called a pitfall for the 
novice. 

SOLO GRAND -20 

A hand so strong in Jacks and suit cards that it 
is strong enough to play out of hand. 

GRAND OUVERT-24 

The highest bid in Skat. The hand is so strong 
the "Player^' lays it on the table and defies his 
opponents to take a trick. 

Necessarily the hand must be very strong and is 
safest for Forehand. 

All Grands are played on the same principle. 

GRAND 
PLAY OF THE "PLAYER" 

If Forehand, lead a Jack, hoping to get two for 
one. 

18 



With two Jacks., one Black, not the best one, lead 
the lower one. It may force the best one. 

With two Red Jacks do not lead either. 

Lead your suit cards trying to establish suits. 

Do not lead from a long established suit at once. 
The opponents will only throw on worthless cards. 

// some tricks must lose let it be early in the 
game while both opponents can follow suit, or later 
one can play high card and the other throw in 
high scoring cards. 

Exhaust the Jacks as soon as possible. Lead your 
losing cards, while opponents have suit, if you have 
reentry cards Then play your long suit at the end 
of the game, when the high scoring cards must go 
to you. 

This only applies to established suits, otherwise 
you must establish it. 

PLAY OF THE OPPONENTS 

Lead from your long suit. Do not leave a suit 
until it is established. 

Do not be afraid to play out your high scoring 
cards. They must win or weaken the ''Players'* 
hand by forcing him to trump with a Jack. When 
your partner leads, put on the best card you have 
of the suit. Return the best you have. 

Bear in mind to force the player. Do not hesitate 
to trump his good cards with your Jacks. If he does 
not lead Jacks, he either has them all, or does not 
want to lead them because he is weak. 

Do not lead out your Aces too quickly in Grand. 

Do not play Guckser Grand unless you have some 
weak point that you hope the "Skaf* will protect. 
Grand from the hand does not expose your weak- 
ness, and Guckser loses double. These are two 
19 



good reasons for not becoming a victim of Guckser 
fever. 

A lone Ten needs protection, or can be put to 
''sleepr 

Do not discard a guarded Ten. It may save itself, 
also stop the opponent's suit. 

NULLOS 

Nullo is such a pleasing interloper in the game 
of Skat, that no one would willingly consent to be 
without it. To many players it is the most intense 
and exciting of all games played. To win 
or overthrow a Nullo is equally satisfying. 
Some players would sooner win an Open Nullo than 
an Open Grand. The word suggests itself : worth- 
less. As soon as a trick is taken by the ''Player'* 
the game is lost. There are several variations of 
Nullo. Some are safe, some are risky. The more 
risky, the more one delights in playing it. The 
cards have their natural face value. There is only 
the Basis Value for Nullos, as Jacks have no scoring 
Value. 

NULLO— 20 

Played from the hand. May have some weak 
points that you hope to overcome by being able to 
discard on other suits. 

NULL OUVERT— 40 

Placed on the table before a card is led. To be 
played open. The "Player** not to win a trick. 

NULL OUVERT FORCE-60 

The "Player** places his hand on the table and 
defies the opponents to force a trick on him, even 
after they have consulted as to how it might be 
done. 

20 



The above game is optional. It may be ruled out 
: the beginning of the game if the majority wish it. 



at the beginning 

GUGKSER NULLO 
WON IB LOST 30 

A hand that with the help of the ''Skaf' might be 
worthless enough to play Nullo. Do not try it if 
you have more than two dangerous cards, as that 
is all the ''Skat" will allow you to discard. 

GUGKSER NULL GUVERT 

WON 30 LOST 60 

Played open, after taking the Skat cards. Do 
not play the above unless forced to do so to get 
the bid. It is dangerous, and the loss is too great. 

NULLO TOURNE— 16 

An accidental Nullo. If after announcing Tourne 
the "Player'' turns a card that will enable him to 
play Nullo he can do so. 

NULL GUVERT TGURNE— 32 

If the second ''Skaf card makes the hand a sure 
losing one, it can be played open. 



SUGGESTIONS 

FGR THE OPPONENTS IN NULLO GAMES 

Never return the "Player's" lead. 

Always return your partner's lead. He had some 
object in leading it. 

With Ace and 7 lead the Ace, then the 7. Your 
partner can overtake it and continue the suit. 

Continue a suit if your partner is discarding; he 
21 



may bare his hand of a suit and you may be able 
to overthrow the "Player.'* 

Experience alone will teach the possibilities in the 
fascinating game of Nullo. 

Never allow the "Player" to get a discard. Con- 
tinue a suit if the ''Player" follows. He is more 
than likely long in it. If you are also, it will allow 
your partner to discard high cards from other suits. 

Try to overthrow the "Player** in the suits of 
which you hold the 7. 

Try to keep the ''Player' in the middle if you can, 
for he can then only underplay one card. If he is 
Backhand he can underplay two. Do not discard 
low cards. They are safe, and may overthrow the 
"Player:* 

The adversaries should give each other discards. 



SUGGESTIONS 

rOR THE "PLAYER'* IN NULLO GAMES 

The "Player^* taking one trick loses the game. 

Unless the "Player'* has low cards in each suit so 
that he can "duck" any card led, the declaration is 
unsafe. 

There is an exception — ^holding a singleton or two 
short suits the "Player** hopes he may discard them. 

The "Playe/* holding a singleton 7, 8 or 9, should 
lead it. 

As the "Player** can only have one lead, that must 
be an absolutely safe one. 

Lead a lone 7 or 8 spot ; from suit with both 7 and 
9 lead the 9 ; if you lead the 7, it may be taken with 
a high card, and you may be forced to take the 8 
with the 9. 

22 



RAMSGH RAMSCH JUNGFER 

LOSES 20 LOSES 30 

Ramsch was introduced into the game as a punish- 
ment, for those who hold good hands and will not 
bid, in order to overthrow the "Player/' It is 
better to lose a cheap Tourne than a Ramsch. 

It is played after all have passed. Middlehand 
and Backhand not being able to bid, Forehand may 
name a Game or Ramsch 7nust be played. 

Played the same as Grand (only Jacks are 
trumps) except, the object is to lose, instead of 
gain the scoring cards. 

There is more chance for good play than one 
would at first suppose. 

Do not refuse to take a trick or two, early in the 
game. 

You can take 39 points and still some player must 
have more. 

Do not "duck'* a trick unless you can do so twice. 
If you must win a trick at all in the suit, do it at 
once. Leave yourself with a low card to throw the 
lead later. If left with high cards at the end of the 
game one is more apt to have to take all the scoring 
cards that have been held up. Therefore keep one 
or two low cards to throw the lead toward the end 
of the game. 

With only two cards of a suit lead the higher one 
first. 

From a three-card suit usually lead the middle 
one. 

Lead the Diamond Jack if you have it, as some 
one must have a better Jack. 

The one winning the most points loses 20 from 
his score.. 



If one player does not have a trick the loss is 30 
(for the loser) instead of 20. 
If one player has all the tricks his loss is 50. 

METHOD OF PLAYING 

Forehand takes the ''Skat" and discards two 
cards — the ones that seem the most dangerous. 

Middlehand takes the two discarded by Forehand 
Backhand takes the two discarded by Middlehand. 
Each will discard the cards most dangerous to his 
hand. 

The player taking the last trick must take the 
''Skat" cards and they are added to his score. 

This will influence Backhand's discard, if he is 
likely to take the last trick; he will not put high 
scoring cards in the "Skat" but take a chance on 
being able to discard them in play. 

Each player is for himself. 

If a Jack is led a Jack must be played if you have 
one. 

ILLUSTRATED HANDS 

One of the things to consider in bidding is your 
"Position." 

A hand that would be a sure winner as Fore- 
hand, possibly Backhand, is almost impossible as 
Middlehand. 

You are between your opponents. They at once 
discover your weakness and can attack you so mer- 
cilessly if you are in the "Middle." 

BEST POSITIONS 

For Grand — Forehand. 

For Solo and Tourne — Forehand; possibly Back- 
hand. 

For Nullos — Backhand. 

24 



Favorable Backhand Position for Solo — when you 
have a missing suit, a guarded ten or a tenace. With 
such a hand you want the lead to come to you. 

FOUR HANDS 
TOURNE 



C-J, Qu. 
S— J, 10, 8. 
H— 10, Qu. 
D-J, A, 9. 

Any turn will help the 
hand. 

C— A, ID. 
S— J, A, ID. 
H— K, 9, 8. 
D-J, K, Qu. 

Not strong enough for 
Grand or Solo but too 
good to pass. 

Not one of the above hands is good enough for 
anything else. 

If in turning for trump the turn is not favorable, 
and you still wish to try it, with an Ace or lo of 
the trump suit that is likely to be lost, put it 'to 
sleep" in the ''Skat" 

If there is danger of being Schneidered do not 
play the hand. 

SOLOS 



C— J, 10, K, 9. 
S— A, Qu, 8. 
H— 10, K. 
D— 10. 

Hoping to turn a Club 
or Spade. 

C~io, Qu, 9. 
S-J. 

H— 10, K, 9. 
D— A, 10, 8. 
Hoping to turn a C, H, 
or D. 



C— J, A, ID, Qu. 
S-J, 9, 8. 
H— A, K. 
D— 10, K. 

Club Solo with 2. 



C— A. 

S— A. 

H-J, 9. 

D-A, 10, K, Qu, 9, 8. 

Diamond Solo without 

2. 



25 



C--J, A. 
S-J, 9, 7. 
H-J, 10, Qu, 8, 7. 
D . 



C— A, 10, Qu, 9, 8, 7. 
S— 10, K. 

H . 

D— 10, 9. 



"Heart Solo nVith" 3." "Club Solo 'Without" 

Hands as good as the above, with 5 or more 
trumps and outside tricks or a missing suit are good 
Solo hands. 

POSSIBLE TOURNE GRANDS AFTER TURNING 
A JACK 

C— J, A, K. C— A, 10. 

S— A, Qu, 8. S— 10, K, Qu. 

H— 10, K. H— A, 9. 

D— A, K. D— J, 10, K. 

C — A, 10, 8. C . 

S—io, K. S— J, A, 10, 9. 

H— J, 9. H— 10, K, Qu. 

D— J, K, Qu. D— A, 10, 7. 

If the card turned is a jack, the four hands given 
above are fair Grands, as a favorable discard can 
be made in each one. 

GUCKSER GRANDS 

C— J, A, 10. 
S— 10, K, Qu. 
H— 10. 
D~J, A, K. 
Good for Guckser if 
Forehand. 



C-J, 10. 
S-~J, A, K. 
H— 10, K, Qu. 
D-J, 8. 

Better for Guckser than 
a Heart Solo. 



C-A, K, 9, 8. 

S-J, A, 9. 

H-J, 10. 

D-J, 10. 

Good in any position. 



C-~J, A, 7. 

S— J, A, 8. 

H-.10. 

D— 10, Qu, 9. 

Good as Forehand. 



28 



It will be seen each of the above hands has a 
singleton lo. The ''Skat'' allows it to be discarded 
or it will protect it. 

GRAND SOLO 



C— J, A, 10, 9, 8. 
S~J, A, K. 
H— A. 
D—K. 

Good for Grand if Fore- 
hand. Club Solo in 
any other position. 

C— 10, K. 
S— J, A, 10. 
H-J, A, K. 
D-J, A. 

Good in any position. 
Most favorable for 
Backhand. 



C — J, A, 10. 

S— A. 

H— J, 10, K, 9. 

D— A. 

Good for Forehand. If 

any other position 

Heart Solo. 

C-J, A. 

S-J, 10, 8, 7. 

H~J. 

D— J, A. 

Good in any position. 



GRAND OUVERTS 



C~J, A, 10. 
S— J, A, 10. 
H— A, 10, K, 7. 
D— 

Good only for 
hand. 



Fore- 



C-J. 

S— A, 10, K. 

H~J, A, 10. 

D— J, A, 10. 

Good for any position. 



C— J, A, 10, K, 9. 
S— J, A, 10, K, 9. 
H— 
D— 

Good in any position. 



C— J, A, 10, K. 

S— J, A, 10. 

H-J. 

D— A, 10. 

Good for any position. 



27 



NULLO 



C— A, 10, 8, 7. 

S^K, 9, 8, 7. 

H-Qu, 7. 

D— 

Hoping to discard. Qu. 
of Heart on a Dia- 
mond. 

C — A, 10, 9, 8. 
S-K, Qu, 9, 8, 7. 
H~ 
D— A. 

Hoping to discard Dia- 
mond Ace on a Heart. 



C~K, 8, 7. 
S~K, 9, 8, 7. 
H-Qu, 9, 7. 
D— 

Hoping to be able to 
discard K. Club and 
Qu. Hearts. 

S~K, Qu, 9, 7. 
H— 10, 7. 
D-9, 8, 7. 

Not a good hand but 
worth trying. 

GUGKSER NULLO 

C--K, Qu, 9, 8, 7. 
S-9, 8, 7. 
H— K. 



C-K, 7. 
S— A. 
H-9, 8, 7. 
D~A, 10, 9, 8. 

C-K, Qu, 9, 7. C-A, 9, 8, 7. 

S— K, 8. S— A, 9, 8, 7. 

H— K, 7. H— K, Qu. 

D-«, 7. D— 

Only one or two cards in the above hands look 

dangerous. The "Skat" may enable you to discard 
Of further protect them. 

NULL OUVERT 
C— 7. C— A, 10, 7. 

S-9, 7. S-Qu, 9, 8, 7. 

H— K, 10, 9, 8, 7. H— 9, 7. 

D-9, 8. D-7. 

Looks invincible. Dangerous if in the 

Middle. 

28 



GUCKSER NULL OUVERT 

C-A, 7. C--9, 8, 7. 

S-Qu, J, 8, 7. S-9, 8, 7. 

H--9, 8, 7. H— K, 8. 

D^7. D~Qu, 8. 

The above have dangerous points, but if forced to 
bid 30 would take chance on favorable cards in the 
"Skat" 

NULL OUVERT FORGE— OR REVOLUTION 

This is not played unless invincible as the Op- 
ponents may consult how to overthrow the ''Player.'* 

In some localities Guckser Null Onvert Force is 
played, taking the ''Skat" cards to make the hand 
weaker. The loss is 120. 



READY REFERENCE POINTS 

The Jacks are the prime factors in the game, 
Club being the highest followed by Spades, Heart 
and Diamond. The cards in the "Skat" may make 
or mar a hand, if playing "Without*' 2, 3 or 4. 
Should one happen to be in "Skat" it will lessen the 
value of the hand. 

If playing "With;* a Jack in the "Skat" is 
apt to enhance the value of the hand. 

Try to keep the "Player" in the Middle. 

Lead short suits to the "Player'* when he is Back- 
hand. 

Lead long suits through the "Player** when he is 
in the Middle. 

The "Player^* should in most cases lead trumps. 
Failure to do this has ruined many hands. 

Trump with scoring cards and lead non-scoring 
cards. 

29 



A weak Solo is better than a doubtful Tourne, 
as there is less likelihood of turning the trump you 
may hope for if long in your hand. 

Beware of Gucksers. They are a pitfall for the 
novice. 

In Grand games show j^our weak suit by dis- 
carding from it, unless you wish to throw in a good 
scoring card or trying to guard a ten. 

Opponents will lead from top of established suit, 
noting the card played by partner. He will throw 
the highest card he has of the suit or if void will 
"Smear/' 

Accustom yourself to count quickly the points in 
your hand; also that of the opponents. 

Know how many points it will take to win the 
game; how many you can lose and still win. 

This part of the game you can strengthen each 
time you play. 

Do not be discouraged when game is overthrown. 
It happens as often as not. 

Don't forget the main thing is to secure 6i points 
to win game and 91 to Schneider. Every trick 
must be won to Schwarz opponents. 

Remember in Tourne and Guckser Games, the 
''Player" has no doubt discarded from the suit in 
which you are long, and is ready to trump your 
high scoring cards. Be backward about leading 
them. Lead low from that suit. If he is in the 
middle he will have to trump, as he will think the 
high cards are back of him. 

In Solo, lead your Aces freely, as he has had no 
chance to discard. Change suits often, so he cannot 
discard. 

Rules repeated several times are most important, 
therefore carefully follow them. 
ao 



Do not announce Schneider if you can lose more 
than one trick and that card must not be an Ace or 
Ten, for enough points could be put on it to make 
30 points. 

It does not pay to risk winning once the value 
of the Play when there is danger of losing it ALL. 



TWO- HAND SKAT 

The players sit opposite each other. 

The cards are dealt as if for three players, the 
dummy always being at the right of the Dealer. 
The Dealer has the first bid. The one holding the 
bid names the game. The non-dealer leads regard- 
less of who is the ''Player." After the first card is 
led the dummy hand is placed face upward and the 
non-*Tlayer'' plays the hand. Should the Dealer 
pass, and Forehand is not able to name the game, 
he may change his hand for that of the Dummy, but 
must then name a game to score 18 or more, or he 
must lose 18. If he names a game he then wins or 
loses the full amount of his hand. 



PROGRESSIVE SKAT 

Four players sit at each table. 

Play four hands, and the two having high scores, 
move. 

Each player has an individual score card. 

Keep a plus and minus column. 

At the time appointed for the close of the game 
each player will add his plus and minus columns, 
subtract the lesser from the greater, and the result 
will be his net score, 

31 



The player having the highest score wins. Should 
all the scores be minus, the one having the lowest 
minus wins. 

(From the North American Skat League) 
PASST NIGHT TOURNE 

When a player turns one of the ''Skat" cards 
and it does not suit him, he may so declare without 
showing it. He must then turn the other card 
which shall be trump. Should the second card 
turned be a Jack, the ''Player" may either play 
the suit or grand tournee. The player is obliged 
to show the second card before he mixes it with 
his other cards, otherwise he is bound to play the 
game which his opponents select. The highest play 
called for must then be played by him. If won 
counts as tourne, if lost — counts double against the 
player. 

RULES OF GAME 

1. Cards must be dealt in the following order, 
viz.: Three-Skat-Four-Three. (See penalties.) 

2. Cards must be cut by the player to the right of 
the dealer. 

3. If all cards are dealt, the game must be played, 
even if the dealing was done out of turn; in such 
case the deal must be made by the one who 
should have dealt before, and then proceed as if no 
misdeal had been made, however, omitting the one 
who has dealt out of his turn, thus each player 
deals but once during one round. 

4. Bids must be made in numbers, the value of 
which must occur in some possible game. 

5. Plays or bids below ten points are not per- 
mitted. 



6. In games in which the aid of the "Skaf* is re- 
quired, the ''Player** must discard two cards. (See 
Penalties.) 

7. "Schneider" or **Schwarz" cannot be an 
nounced in any game in which the aid of the ''Skat'* 
was required. 

8. The "Skat** must not be looked at by any par- 
ticipant before the end of a game, except by the 
"Player** when playing a game with the aid of the 
"Skat.** (See penalties.) 

9. In case a card is served face up a new deal 
must be made. 

10. The "Player** to be out of Schneider must 
have at least 31 points, and must have at least 61 
points to win his game. The opponents need but 30 
points to Schneider the "Player** and 60 points to de- 
feat his game. 

11. In all games that are played Ouvert, the 
"Player'* must expose his cards and play openly, 
meaning that he lay his ten cards, face up, on the 
table for the observation of his opponents and play- 
ing thus from them. 

12. If any player leads wrongly (plays out of his 
order) or neglects to follow suit, such error shall 
teminate the game and the same is to be considered 
as lost for the side having made the error. (See 
penalties.) 

13. A player bidding ten or more must play some 
game the value of which amounts to the number of 
points bid by him ; and in case he loses the game, he 
loses its full value. 

14. Ramsch must be played when all participants 
have passed or failed to bid. 

15. If a player has overbid his hand, the next 

33 



higher value of the respective game is counted and 
charged against the player. (See penalties.) 

i6. In case a playef, having overbid his hand, 
plays his game and either of the opponents com- 
mits an error, the value of such game is credited to 
the ''Player^' and deducted or charged against the 
opponent who made the error. (See penalties.) 

17. Examination of tricks taken or the counting 
of the points of such tricks (except the last trick 
made) shall terminate the play. (See penalties.) 

18. Participants have the privilege to examine 
the last trick made. (This must be done however 
before the next card is played.)) 

19. All participants must keep their respective 
tricks in the order in which the cards were played, so 
that each trick in a game can be traced at the end 
of the game. 

20. If a player has not heard or misunderstood 
the bidding of another player, and thereupon has 
turned one of the cards in the "Skat** the other 
player shall not be deprived of his rights, provided 
one Of the other players corrobroates his statement 
that he had not passed. The dealer shall then mix 
the two cards in the ''Skat" the bidding shall be 
continued and the player bidding highest shall have 
the right of playing tourne or any other game. 

21. If a player, when turning, accidentally sees 
both cards without having announced "Passt nicht," 
he shall be compelled to turn the top card and loses 
the right to play Passt nicht. 

22. If, after the termination of a game and after 
the cards have been thrown together a difference of 
opinion arises as to which side has won the game, 
then it shall be the privilege of the player to an- 
nounce the tricks he has made and what each of 

34 



them counted. If he does not succeed hi convincing 
the opponents that he really had won the game, the 
value of same shall be deducted from his score as 
lost. The player should, in his own interest, see to 
it that the cards are not thrown together before it 
has been determined whether the game was won or 
lost. 

23. The player has the privilege to throw his 
game after the first trick so as to save Schneider. 
He loses this privilege after two cards of the second 
trick are on the table. 

PENALTIES 

All Penalties in the Nature of Rules are to be 

considered as Rules 

1. A dealer misdealing shall be charged with ten 
points and must deal again.* If in the course of a 
game it develops that cards had been misdealt, i. e. 
that one or more players either had too many or not 
enough cards, then the player loses the game if he 
did not have the right number of cards, even if the 
same thing occurred with one of the opponents. But 
if the player had the right number of cards and one 
or both of the opponents had too many or not 
enough, then the player wins, even if he would have 
lost the game otherwise. The dealer is not fined in 
this case. Each player should make sure before 
beginning the game, that he has 10 cards, neither 
more nor less, in his hand. 

2. In games in which the aid of the ''Skat" is re- 
quired, the ''Player" will be charged the full value 
of the game if he neglects to discard the proper 
number of cards. 

3. If a dealer looks at either of the "Skaf* cards 



* Which said points shall be deducted from his total score 
at the end of a session. 



before or during the progress of a game, he shall 
be charged lo points.* 

4. In case a participant examines either of the 
''Skaf cards (without right) before the termination 
of a game, such person shall be charged the full 
value of the game announced, but the opposing 
person or persons shall have the privilege of con- 
tinuing the game for the purpose of increasing the 
value thereof by making Schneider. 

5. If, before a game is announced, it is discovered 
that the ''Skat" cards are missing or they, or any of 
them, are in the possession or have been seen by any 
participant, the dealer shall draw out of the hand of 
the person having the "Skat" cards, or any of them, 
sufficient cards to leave said player ten cards, after 
which the bidding shall proceed as if no mistake 
had been made, but the player causing this proceed- 
ing, shall be fined 25 points and is forbidden to par- 
ticipate in the bidding and denied the opportunity to 
play any game during this particular deal.* 

6. A player mis-leading or neglecting to follow 
suit, loses the game, but any one of the participants 
has the privilege to have such error corrected and 
proceed with the game to its end for the purpose of 
increasing the player's loss. If then one of the 
opponents makes one of these errors the player wins 
his gpame, but its value is also charged against the 
opponent making the error. 

7. If either of the opponents leads wrongly (plays 
out of order) or neglects to follow suit, such error 
shall terminate the game; in such case the game is 
won by the ''Player" and its value charged against 
the opponent who made the error, but the "Player^* ^ 
has the privilege to have such error corrected and 

* Which said points shall be deducted from his total score 
at the end of a session. 



proceed with the game to its end, for the purpose of 
increasing the value of the game. If he then makes 
one of the errors mentioned himself, he loses the 
game, and the first error is fully condoned. 

8. If, in playing Solo, the player has overbid his 
game and one of the opponents makes one of the 
errors mentioned, he wins the value of the game 
which he has bid and the same value shall be 
charged against the opponent making such error. 

9. If, during the progress of a game, the 
''Player" places his remaining cards upon the table 
and declares his game won, but is found to have 
erred, he shall have lost his game, even if he might 
have obtained all the remaining tricks. 

10. If, during the progress of a game, any one 
of the opponents places his cards upon the table, 
declaring thereby to have defeated the ''Player's" 
game, all the remaining cards belong to the "Player'' 
and the opponent who erred shall be charged with 
the full value of the game. 

11. If a player declares his game lost and places 
all the remaining cards upon the table, such remain- 
ing or all cards belong to the opponents, and the 
player loses the full value of the game. 

12. A player who examines the tricks taken (ex- 
cept the last made trick) or counts the points there- 
of, loses the game announced, but any one of the 
participants has the privilege to insist on the game 
proceeding to its end for the purpose of increasing 
the "Player's" loss. 

13. If either of the opponenets commits the act 
last above mentioned, the "Player" can insist on pro- 
ceeding with the game for the purpose of increasing 
its value. The full value of the game in such case 
shall be charged against the person committing this 
act. 

87 



14. If the "Player" or one of the opponents claims 
all remaining tricks and exposes his cards and it 
then develops that the other side could have made 
another trick, then all the remaining tricks go to the 
other side. 

15. In all cases of errors, the points lost by the 
participants who erred, shall be of the same number 
as that which the ''Player'' wins. 

16. Should the ''Player'' revoke, he loses the full 
value of his game. Should one of the opponents 
revoke, the "Player" wins his Game and the one 
making the revoke loses the full value of the Game. 
Either side may continue the Game if he thinks he 
can make Schneider or Schwarz. The dealer inter- 
ested in the Game may call attention to a re\^oke. 



GLOSSARY 

Backhand — the player holding third hand— bids 
after Middlehand. 

Bidding — Buying as at auction. 

Contingencies — ^Jacks (or Matadores), Schneider 
and Schwarz. 

Cross Ruff — Where each opponent can trump a 
suit. 

Deal — The thirty-two cards. 

Discard — Not being able to follow suit, and not 
wishing to trump, one throws away from some other 
suit. 

Established Suit^ — One headed by Ace — 10. 

Force — Playing a card that to be won must be 
trumped. 

Forehand — The one next the dealer. 

Guckser — To peep, or "coax" cards from the 
"Skat" for Grands or Nullos. 

38 



Leading Through the ^'Player'' — When he is on 
your left. 

Leading Up to the ''Player" — When he is on your 
right. 

Matadores — The Jacks — Known as the fighting 
cards. 

Middlehand — The second player from the dealer. 

Opponents — The two who combine forces to beat 
the *Tlayerr 

Ouvert — Playing the hand open. 

Plain Suits — Not trumps. 

"Player*' — The one who names the game. 

Passt-Nicht — Turning the second ''Skat" card 
loses double. 

Revoke — Failing to follow suit when you can do 
so. 

Ruff — Trumping a suit. 

Singleton — Having only one of a suit. 

"Skaf — The Game. Also the two cards in the 
"blind" or "Skat." 

Smearing — Throwing in counting cards against the 
"Player." 

Tenace — First and third best of a suit. Club Jack 
and Heart Jack are a tenace over the Spade Jack. 
Ace and King of a suit are a tenace over the lo. 

"With"— All Jacks from the Club Jack in t/w- 
broken Sequence. 

"Without"--Failing in Jacks from the Club Jack, 
in Unbroken Sequence. 



FINIS 



In these simple first steps to the Great Game of 
"Skat" only the foundation in the most brief way 
has been touched. 

Experience will teach the fine points. 



BRIDGE NOTES 



40 



BRIDGE N'OTES 



41 



BBIBGE NOTES 



42 



BRIBGE NOTES 



43 



BRIDGE NOTES 



a 



BRIDGE NOTES 



45 



BRIDGE NOTES 



BBIBGE NOTES 



47 



SMALL TALKS ON 
SOLO 



SMALL TALKS ON SOLO 



SCHEME OF THE GAME 

Solo is played by three, four, or five people. Only 
three take an active part in the game. The silent 
players scoring with the opponents against the 
Maker. 

Thirty-six cards are used, from the six to the 
Ace inclusive. 

There are nine trumps in each suit. The cards 
rank in value : Ace, lo ; King, Queen, Jack, 9, 8, 7, 6. 

VALUE OF THE CARDS 

Each Ace counts 11 

Each Ten counts 10 

Each King counts 4 

Each Queen counts 3 

Each Knave counts 2 

Making a total of 120 

The 9, 8, 7, 6, are called Voids, and have no 
scoring value. 

The object of the game is to get 60 points or over; 
Tricks not being considered. 



DIFFERENT GAMES 

Frog. 

Solo. 
Solo Best. 

51 



FROG 

Frog. — From the German word Frage (pronounced 
Frahgah). 

Frog. — Hearts are trumps. The Maker takes the 
"Blind" and discards three cards. 

SOLO 

Solo. — Clubs, Spades, or Diamonds. A hand 
strong enough to name a trump without the help of 
the "Blind." 

SOLO BEST 

Solo Best. — Made Hearts from the hand, not 
taking the "Blind." 

DEALING 
When four play, the dealer sits out. 
There is no mis-deal. 
Each player has ii cards. 

They may be dealt one at a time, or 4-3-4, giving 
the "Blind" 3 any time except the first or last cards. 

MANNER OF BIDDING 

The one at the dealer^s left may bid or pass. He 
may Frog, Solo, or Solo Best. 

If he Frogs, the next player may Solo or solo 
Best 

If he Solos the next player may Solo Best. 

If he Solo Best, he cuts out any other bid. 

If first player passes, the second player may bid 
in the same way. 

The third player can overbid unless the second 
player names Solo Best. 

If all pass, the one next the dealer may Solo, pick 
52 



up the ''Blind," show it to the other players, name 
the trump and discard three cards. If he loses, the 
loss is double. The above is optional and is decided 
upon before beginning to play. 

FROGGING 

The generally accepted way is not to show the 
"Blind." 

METHOD or SCORING 

If each side makes 60 points, the game is a stand- 
off. 

Frog — Each point over 60 counts . . . . i 
Solo — Each point over 60 counts.... 2 
Solo Be^t — Each point over 60 counts 3 

If the Maker scores less than 60, the loss is 
adjusted in the same way. 

RULES FOR PLAYING 

If a player cannot follow suit, he must trump, 
even though his partner has already won the trick, 
whether by suit or trumping. If by trumping, he 
may over or undertrump as he pleases. It can 
readily be understood that suits may have the same 
value as trumps. They are valuable in the hand of 
the Maker, for with them he can exhaust the 
opponents' trtimps by playing small suit cards, when 
he knows they have no more of the suit. 

A long suit in the hands of the opponents may be 
made to ruin the Maker, for it can be led, and he 
must trump. As one twelfth of the cards are in 
the "Blind," it is reasonable to suppose that one will 
find some scoring cards. 

It is hard to give any rules for bidding. Experi- 
ence teaches one more than any set rules. 
&3 



FROG 

Heart Trump— With the help of the "Blind" with 
some Hearts, and some scoring cards that are likely 
to win. 

The hand has an extra value with lone tens, as 
they may be discarded after taking up the "Blind." 

SOLO 

Naming Spade, Club, or Diamond trump, without 
the help of the "Blind," with a good suit and some 
scoring cards. 

SOLO BEST 

An all around good hand with Aces and Tens 
that are likely to be saved, or a long Heart suit and 
some outside scoring cards. 

The main object is to make 60 points or over, 
naming the game that will be most likely to win, 
always aiming for the one counting the most. 

RULES FOR THE MAKER 

A missing suit is a dangerous element, as the 
opponents will lead low cards from it, exhausting 
your trumps, and then bring in their scoring cards. 

If you have good trumps and outside suits, lead 
the trumps so that you may win your good suit 
cards. 

If you have a long outside suit with Ace and 10, 
lead low from it. The opponents can make no 
scoring cards of great value and must soon trump. 
As each must trump if void of the suit it will soon 
leave you master of the game. 

RULES FOR THE OPPONENTS 

Be careful not to sacrifice your partner's hand, 
when the Maker plays after him. 
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Avoid opening a suit in which you have neither 
Ace nor Ten, as your partner's Ten may be at the 
mercy of the Maker's Ace. Keep away from that 
suit and let someone else open it. Short Suits are 
not good openings unless you want to use your 
trumps for trumping. Avoid opening a very long 
suit unless your partner plays after the Maker, as 
both will soon have to trump, for if the Maker 
plays after your partner it is sacrificing his hand. 
If the Maker is in the middle then open your long 
suit, for his hand is sacrificed to your partner. 

In Solo Games, if the Maker is in the Middle, 
if Elder hand leads a Heart, it shows he has neither 
Ace nor lo of that suit. If he leads a Diamond, he 
shows he has the Ace or lo of Hearts. If he leads 
one of the black suits, he shows the Ace or lo in 
both the red suits. 

The element of being compelled to trump is a 
disagreeable one for both sides; and it is for that 
reason hard to make any set rules. Judgment must 
be used. 

COUNTING 

Learn to count as you are winning tricks, so that 
at all times you will have an idea how many more 
points you may be able to win. Remember every 
point over 60 means a gain of i, 2, or 3, according 
to the game played. 

ILLUSTRATION FOR COUNTING 
Suppose you have gained 90 points 
30 over 60. 

You will win from each player— for Frog 30 

You will win from each player — for Solo 60 

You will, win from each player — for Solo Best.. 90 

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If you have made only 35 points, you pay each 
one of the others 

Frog 25 

Solo 50 

Solo Best 75 

If the score is written the Maker alone scores 
plus or minus. If he scores Plus 90, it naturally 
makes the other player Minus 90, but it is not 
scored. 

A time limit is agreed upon, and the game then 
ends. 

There are variations and some additional games 
that are played in different localities. These are as 
here given. If a player named a Game and is over- 
bid by some other player, he may again bid on some 
Game of higher value. 



ADDITIGNAL GAMES 

Misere. 

Spread Misere. 
Guarantee Solo. 
Call Solo. 

MISERE— COUNTS 20 

The Maker cannot take a card that has a scoring 
value. 

SPREAD MISERE-GOUNTS 40 

The Maker lays his hand face up on the table. He 
must not take a card of scoring value. 

The general rules for Misere and Spread Misere, 
are the same as Null and Null Ouvert in ''Skat" 

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Exception — The Maker may take tricks if they 
have no cards of scoring value. 

GUARANTEE SOLO~-GOUNTS 40 

The Maker guarantees that he will win 80 points 
(or over). 

In a Guarantee Heart Solo, 74 points (instead of 
80) will win the game. 

GALL SOLO— GOUNTS 100 

The Maker must win every trick. He may call 
for any card he wishes and in exchange give any 
card he pleases from his own hand. 

OPTIONAL RULE 

If the card happens to be in the "Blind" he may 
call the card he wished to discard, the one named. 

MISGELLANEOUS 

In bidding a Misere outranks a Solo. 

A Spread Misere outranks anything but a Call 
Solo. 

In some clubs the silent player is paid if the 
Maker loses, but he does not pay if the Maker wins. 
In other clubs, he pays or is paid. This can be made 
an optional club rule. 



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